Frequently Asked Questions - Rules and Regulations

Do Dart Ricochets count as a tag?

No.
A dart that hits something else (e.g. An obstacle or another player) and bounces off is called a 'ricochet'.
If the dart ricochet's and hits you, this does not count. A tag is only by a dart hitting you, or your gear.

What is Blind Firing?

Blind fire is a term commonly used in dart sports. It means when a player is behind cover and fires upon another without seeing where they aiming, it is considered 'blind fire'. This is prohibited in the sport of SpeedDart.

What do I do if there is a trade?

A trade is when two opposing players fire a dart simultaneously at each other and they hit. Both players are then eliminated.
However, if a player fires a dart first, and a player gets hit, then proceeds to fire a dart, this is not a trade, and the first player remains alive, whilst the other player is eliminated.

Can I wear black or camo clothing?

SpeedDart Sport NT is a fun and vibrant sport, and as such our clothing needs to reflect that. Blasters can only have a maximum of 10% black colouring on them. Clothing cannot be black or military camouflage, this includes balaclavas. Urban Camouflage is allowed so long as there is minimal black, grey or green on it.

Where do I hit the buzzer?

Buzzers only count as a 'hit' when pressed from the top. The side and base do not count.

Where do I go once tagged?

Once tagged, players will raise their hand calling 'hit', and then walk to their starting side corner, closest to the back wall. Eliminated players will remain there until the official instructs players to move.

Rules and Regulations

1. DEFINITION OF TAG

Any contact on a player with a dart launched from a blaster is considered a tag. This includes any part of the gear or equipment on an individual. (e.g. Blaster, Scopes, tactical gears, pouches, attachments, belts, holsters, slings, recording equipment, etc.) It does not constitute a tag, when players throw darts at another player by hand or any alternative method that is NOT using a blaster.

In the sport of SpeedDart, when a dart hits another person or object BEFORE hitting an active player, this is called a Ricochet. Ricochets do not count as a tag. (If it's uncertain whether its a ricochet or a tag, call the elimination as this is more favourable than being penalised for cheating by the referee.)

Melee tagging is a term that refers to attempting to physically tag a player with a part of a blaster, body part or handheld device. This is strictly prohibited and will receive an immediate penalisation, and is not counted as a tag.


2. TAGGING

Within the sport of SpeedDart there are no respawns or minimum engagement distance, point blank tagging will occur.

When a tagged player is eliminated, they must raise their hand in the air to signify being tagged, verbally announcing their elimination (eg. “HIT!” or “OUT!”), and keeping their hand raised until they have vacated the field. Eliminated players are to proceed immediately to their designated elimination zone (they will have 10 seconds to get to the zone or penalties will apply).

However, any dart fired AFTER a tagged player is eliminated is not counted. If the dart was fired BEFORE the player was eliminated it is counted as a tag. Referees can have an input and will have final say on the matters, yet they cannot see everything. Therefore, if unsure, call the elimination and evacuate to your corner immediately, rather than risk a penalty for cheating.

Players must ensure that all equipment and accessories are taken off the field, including blasters, gear and magazines. These items cannot be passed to active team members once eliminated.

There are two frequent occasions in SpeedDart sessions that result in eliminations:

  • Friendly Fire, when a teammate tags a player on the same team. This does count as a tag, and the tagged teammate is eliminated.

  • If opposing active players tag each other in a round simultaneously, both players are eliminated; this is referred to as a ‘Trade’.

3. FIELD LOGISTICS

The recommended field is the size of a standard basketball court (28m x 15m) as per the FIBA regulations. Field sizes may vary between states/regions, the minimum size a court can be is 12m x 17m and a field may not exceed 56m x 30m, the optimal for SpeedDart is the universal size basketball court.

At the perimeter of the playing field, there are markers that identify the edge of the field. During a round, if an active player crosses the boundary marking on the edge of the field, they are eliminated. This means ANY part of the body that crosses the perimeter eliminates the player.

Anyone outside of the playing field (in out of bounds) cannot fire their blaster - with the exception of designated zones. Penalties will apply for anyone who fails to respect these rules. This includes during breakout, players begin in ‘out of bounds’, and are not allowed to shoot until they have crossed into the playing field.

The playing field will contain approximately 12 to 20 obstacles. The obstacles are designed to be used ONLY as protection (cover) from firing darts. Penalties will be applicable if a player moves an obstacle for their advantage (accidentally knocking over an obstacle isn’t a penalisation), or climbs inside an ensuite. It is also prohibited for players to climb on or over obstacles during an active round.


4. MATCHES

Each match consists of up to 3 rounds, the first team to achieve 2 round victories wins the match. A round ends when 3 minutes elapse, or by pressing the opposition's buzzer. Between rounds, during the rest period, teams have between 30 seconds and 2 minutes to prepare; this is determined by the organiser/s of the session. Between matches, during the rest period, an organiser will give teams between 30 seconds and 5 minutes to evacuate the field and/or be prepped for the next match to begin. In the aforementioned rest periods players are allowed to swap out their equipment, magazines, substitute player/s, reload, ect.

- Teams have between 30 seconds and 2 minutes to prepare between rounds, to be determined by the organiser/s of the event. Teams will have between 30 to 2 minutes between matches to vacate the field and/or be prepped for the match to begin.

- Players are allowed to swap equipment, mags, reload, substitute player/s, etc. during the break period.


4.1 LEAGUE

The SpeedDart league is only available for registered competitive teams. To attend a session, competitive team captains register their teams' attendance via the form on the website (www.speeddart.com.au/league). Teams compete monthly for a spot in the annual championship. During a league session, each team will play every attending competing team once, and the top 6 teams on the annual leaderboard will compete in the local/regional/national championship.

Competing teams within a match attain points by ‘player tags’ and pressing the opposing team's buzzer. If the opponent’s buzzer is not pressed within the time frame, both teams lose and any points attained during the round.

Points are tallied at the end of each match, contributing to the teams overall score for the season. If the match contains 3 rounds, only the best 2 scoring rounds for each team will be counted towards the leaderboard.


5. ROUNDS

During an active round, players must remain inside the designated boundaries of the field until they are either tagged out, they press the opposition's buzzer, or time runs out. The ACTIVE team members on field may share equipment (such as magazines, darts, blasters, and gear, ect.) during rounds.

5.1 BREAKOUT

To begin a round players start in the breakout zone, this is an area indicated at the start of the session by the officials. Before the round begins all players must do the following:

  • Be inside the dedicated zone.

  • Have one foot touching the back of the zone.

  • All players within an elbow's reach of each other,

  • heads facing forwards

  • Blaster barrels point behind them (away from the field) at no less than a 45° angle.

If a player leaves their breakout positions (as listed above) before the designated time frame (including if the player was not prepared prior to the start of the round), the player is eliminated. (This includes leaving to fix issues such as blaster jams and empty magazines.)

The lead official will provide a pre-game ready alert to both teams, and will start the round with a countdown. The countdown will begin from 5, players breaking out at the start of the verbal “GO!”. They may engage as soon as they enter the playing field.

5.2. ELIMINATION

Players can be eliminated for any of the following:

  • Opposition player tags

  • Friendly Fire, accidentally or purposely

  • Equipment on the floor unattached to an active player (Ie, dropped or placed)

  • Going outside designated playing field

  • Referee penalisation (via a tag or verbal call)

  • Player is not at breakout positions when round begins

  • If a player leaves the breakout positions before the designated time frame

  • Moving, climbing, sitting on obstacles

Once eliminated, players MUST verbally announce they’ve been tagged (“HIT!” or ”OUT!”), raise their hand in the air, and walk to their designated elimination zone, within 15 seconds. These are the top corners (identified at all sessions and events) - dependent on which side you start (green/blue ensuites side), eg. start blue side, elimination point is blue top corner.

Once the round finishes, eliminated players will have 10 seconds to go to their elimination zone. Active players have 10 seconds to go to the middle of the field, and stand on their respective sides (blue/ green side) within the central zone. All players may only leave their designated zone once the referees/ organisers announce players to either swap sides or commence the next match.

5.2.1 DROP IT, LOSE IT

When playing an active round, players must secure their equipment (including magazines, belts, slings, ect. - Darts do not count) and maintain hold of their blasters (both primary and secondary). If any blaster or equipment is left unattended (not held or secured to a player) both blaster/equipment and player are eliminated. This is a safety precaution, and referees will be very strict on this rule.

5.2.2 DEADMAN DON’T TALK

With an active round, eliminated players are NOT permitted to vocalise advice, strategy or opponents whereabouts to their active teammates on field. However, they are allowed to cheer and support their fellow teammates from the elimination zone.


6. TOURNAMENTS

Tournaments are available for all members (competitive and social) however they are required to register their attendance, through the website, a minimum of 28 days prior to the event.


6.1 TOURNAMENT FORMAT

Tournaments are an opportunity for teams of any skill and experience to participate with others of varying experience in a competition event. A tournament may be held in the following formats: double elimination or round robin depending on the number of teams and time available. Multiple game formats may also be used in a tournament.


6.2 DOUBLE ELIMINATION

The Double Elimination Tournament is a format in which teams ceases to be eligible to win the championship upon having lost two matches, or host’s can opt to use this format if they are not looking to have an overall winner at the tournament. It is a great format for a fun and competitive event without a leaderboard system.

Matches for the Double Elimination Tournament will be won by most points achieved in 3 rounds, and points do not carry over from match to match.

6.3 ROUND ROBIN

The Round Robin Tournament is where teams play against each other, an equal number of times, accumulating points.

Matches for the Round Robin Tournament will consist of up to 3 rounds.

Teams’ placing will be determined by the number of points achieved throughout the event.

The organiser may announce a Playoff between the top scoring teams at the beginning of the tournament.

6.4 BEST OF PLAYOFF

Points accumulated during the Round Robin are discarded for the Playoff.

The Playoff is a single elimination format where the 3rd and 4th placed teams will compete for third place, and the 1st and 2nd place teams will compete for the championship

A Playoff is not a requirement for the Round Robin Tournament, and it is at the discretion of the organiser.

6.5 INTERNATIONAL TOURNAMENT

Any teams from around the world that pay the fee and enter the International Tournament. This allows for a diverse range of players, there are no qualifiers. It can follow either the round robin or the double elimination format, which is specified to competing teams in advance by the hosting country.


7. CHAMPIONSHIPS

7.1 NATIONAL CHAMPIONSHIP

Each country must hold qualifiers for their national championship, to be advertised at least a month in advance, and be open to all residents of that country to have the opportunity to compete in the qualifying event. The qualifiers will be run in a round robin format, with the accumulated points tallied in a leader board system. The playoff format is not included in the qualifiers. Once a specific number of teams has qualified (to be determined by the country’s representative body) the top teams will compete in the championship. The National Championship is conducted in a round robin format with a playoff at the end, to determine the best team in their country and has the rights to that title until the next annual championship.


7.2 INTERNATIONAL CHAMPIONSHIP

International Championship is recognition for the quality of the players.

Each country must hold a qualifier (a National Championship), only the placed (top 3) teams are eligible to compete in the International Championship. Each country may register up to 3 teams per championship, to be decided at each country's discretion. The International Championship will run in a Round Robin format with a Playoff of the top 4 teams. The winner of the championship is claimed as the world’s best SpeedDart team and will hold that title until the next International Championship.

The hosting country will rotate as determined by the governing body - with a minimum of 6 months prior notice to the public. All participating teams are required to learn the hosting countries' rules of the sport, as some may vary depending on the country/ region.


8. DARTS

Players start each round with a maximum of 60 darts. Once the round begins, players can scavenge the field for darts and carry more than 60 darts. During the round, players can hold teammates magazines, however cannot start with it prior to breakout.

Specific darts are allowed to be used throughout SpeedDart Sessions. Half and full length darts with soft tips are allowed, and the bodies of darts must be made from a foam material. Any other material is prohibited. Darts that drastically increase the FPS or darts with hard tips are strictly prohibited. (This includes 3D printed dart tips and self modified dart tips.) - Commercially available glow-in-the-dark darts are accepted.

Players can RELOAD/SWAP magazines between rounds, during the rest period dictated by the lead official. A maximum of 60 darts are still to be maintained for all rounds.


9. PENALTIES

9.1 MINOR INFRACTIONS:

Minor Infractions refers to rules that could be forgotten during gameplay, and whilst it impacts the gameplay (hence being prohibited) is not a serious offence. If penalised for minor infractions the player/s are eliminated for the round (or the next round), and will follow the standard round scoring system. These includes the following:

  • Not acknowledging a hit if you know you have been tagged.

  • Leaving/dropping any equipment (eg. a magazine or blaster) on the playing field during an active round.

  • “Blind fire” (shoots without an unobstructed line of sight).

  • Players jumping over, on or into the obstacles.

  • Improper breakout (see section 5.1 for details)

  • Foot/feet crosses the boundary to the playing field during an active round.

  • Dawdling to the elimination zone (taking more than 25 seconds)

  • Vocal call-outs, verbal assistance or advice during active rounds once eliminated.

  • Active players that are not in the designated central zone, 10 seconds after the round ends.

9.2 MAJOR INFRACTIONS:

When a player is aware of their own actions and intentionally chooses to commit a penalty it results in a major infraction. A major infraction results in 1 point being deducted from the overall team score per round that the infraction applies, this is outside of standard round scoring (buzzers and player tags). Major infractions include:

  • Using shields or melee props.

  • Purposefully moving the obstacles for their advantage.

  • Carrying more than 60 darts at the start of the round.

  • Player/s caught using different darts to those they chronographed.

  • Using prohibited equipment, accessories, blasters and darts.

  • Using an unregistered blaster in accordance with section 11.

  • Overly Aggressive Behaviour

9.3 FORMAL WARNING

A FORMAL WARNING will be issued, to the relevant player/s and their corresponding team captain, when player/s are excessively caught repeating the same infractions (major or minor) numerous times throughout a session. The referees will offer a ‘formal warning’, this is the only notice received, that if the behaviour continues, they will be disqualified from competing in the remainder of the session.

This is also a deduction of 2 points from the Team’s Annual Scoreboard, for misconduct.

9.4 SERIOUS INFRACTIONS:

All serious infractions result in immediate disqualification from the session, these are because they are rules relating to safety or reliability and therefore have strict consequences for violations. These are:

  • Modifications to increase FPS after chronographing

  • Using Hard Tips Darts

  • Playing a round without eye protection

  • Watching an active round in the buffer zone (area within firing range) without glasses on.

  • Excessive Cheating (unanimously decided by referees/officials.)

If an individual is physically abusive/aggressive towards players, spectators, referees or staff members, it will result in cancellation of their membership - effective immediately; this behaviour will not be tolerated by any member or staff.

9.5 DISQUALIFICATION

After a collaborative discussion between officials and a decision is reached to disqualify player/s for misconduct, they must vacate the facility immediately. Teams with a disqualified player can use a substitute to replenish their numbers, ONLY if they have been disqualified from the event and not during a round. Keep in mind that a disqualification will cost the team 16 points off the final score.


10. REFEREES

Referees have a final say.

Players should not intervene with referee discussions.

Players should not wait for referees to make calls regarding tags. If a player is tagged, they must call themselves out and leave the playing field immediately, proceeding to the designated elimination zone.

Referee’s will each carry a blaster with an FPS ranging between 250 to 300. If a referee sees a player get eliminated but does not acknowledge it, the referees will shoot the eliminated (or cheating) player until they proceed to the designated elimination zone. This allows referees to remain on the sidelines and not interfere with the active rounds.

Any action, at the discretion of the referees, deemed to be unsafe, endangering, or harassing others will result in the player/s being removed from the session/event and their team forfeiting their current match, or their next match if they are not currently playing.


11. BLASTERS

In SpeedDart Sessions there is a maximum of 250 FPS (Feet Per Second).* Players cannot use a blaster that chronographs with an average over 250FPS, penalties apply for those that do.

In events (these include, League Games, Tournaments, Competitions and Championships), each player is allowed to register up to 3 blasters, but may only carry 2 on their person during a round. The registered blasters can be used by any member of their team (with permission from the owner of the equipment).

Players are allowed to place spare blasters or magazines in their designated home base / designated area near the playing field, but they are NOT allowed to be retrieved during an active round. Blasters and magazines to be used within the round must always remain on the players, they are not allowed to be put down/hidden on the field.

All blasters used during any SpeedDart sessions and events are allowed up to 10% Black and camouflage - this includes attachments such as scopes, torches, buttstocks and all other blaster accessories.

*Some SpeedDart Social Sessions and playing fields have a reduced FPS limit, and this will be announced via email and social media prior to the sessions.

11.1 BLASTER VARIETIES

SpeedDart blasters may be of 2 varieties:

- A spring-loaded blaster may be manually actuated, or battery powered. (Commonly referred to as “springers”and "Automated Electric Gearbox (AEG) blasters”.)

- A blaster may also be a motorised flywheel.

11.2 CHRONOGRAPHING

The FPS cap (maximum) is an average of 250FPS, - this will be subject to the court size and country/region.

All blasters will be chronographed before the start of sessions and events. Players may try up 3 times to meet the FPS standards during the initial chronographing timeframe. If a blaster does not meet the requirements it will not be allowed to be utilised that day.

Keep in mind, randomised checks on blaster FPS may be done anytime during the sessions/events. Any modifications of blasters to increase FPS after the initial chronograph, may result in disqualification of the player/s from the event and severe points reduction for their corresponding team.

When chronographing, players must use the darts that they intend on using when playing in the rounds; if player/s are caught using different darts to those they chronographed with, this is considered cheating and will result in severe penalties.

Note: Pay attention to what other teams are using, and decide whether to chrono their darts in case you want to scavenge. If not, do not use their darts when scavenging on the field, to avoid penalisation.


12. ACCESSORIES / OTHER EQUIPMENT

The following accessories are permitted in the sport which must always remain mounted on the blaster/player during sessions (any blaster modifications must be mounted at the start (before the initial chronographing of the blaster)):

  • Only battle belts will be allowed for magazines.

  • Assisted aim points, scopes and iron sights.

  • Tactical Equipment such as Holsters, Slings, Magazine Pouches, Tactical Gear (in accordance with aesthetic code) and Australian Standard eye protection (including face masks)

  • Recording Equipment, however it must be hands-free and remains so throughout the rounds.

  • Tracer units

  • Projectile Assisted Devices

  • SCARs’ (String Centered Auto Rifling)

  • PCARs’ (Plastic Centered Auto Rifling)

  • BCARs’ (Bearing Centered Auto Rifling)

  • DCARs’ (Disc Centered Auto Rifling)

  • ACARs’ (Air Centered Auto Rifling)

The following is some of the equipment not permitted in ANY SpeedDart sessions:

  • Helmets* (Fast Helmets and Tactical Helmets).

  • Strobes, strobing tracers and flashlights.

  • Vests, Chest Rigs, Plate Carriers and Battle Bras.

*Face Masks that include helmets are subject to a base by base case to be discussed with the organisers PRIOR to attending the event.


13. PLAYERS + SUBSTITUTES

Players must be 14+ to compete in tournaments and championships. However, a child under 14 years old may participate with a relative who is over 14 years of age. Parents/ Legal Guardians must be responsible for the minor whilst they are participating. (Any exceptions to the rule must be approved by the governing body.)

Teams are to be made up of 5 players with a maximum of 2 additional substitute players. Teams elect 1 player as their team captain.

Substitutions of players are allowed between each round, in the 1 minute change-over period. Substitutes must be registered for the events and on the team active roster. Substitutions due to injury are only allowed after the round has ended during the preparation time in between rounds. It is not allowed to make substitutions for a player that has been disqualified during a match. Substitutions due to disqualification can only be made after all rounds in the match are played.

Captains are allowed to use a substitute player to replenish numbers, only when a team member has been expelled from the remainder of the game (day) for misconduct.

13.1. COMMON COURTESY

WIthin practices players have a designated area for their equipment to be set up for their preparation of upcoming matches and rounds. Similarly, on League Sessions and Tournaments teams will have their independent designated areas. Even so, individual players MUST ask for permission to borrow someone else’s gear, equipment, and blasters, only with approval can their use equipment that is not their own.

13.2. MEMBERSHIPS

Memberships correspond with the annual season, where players will decide on their packages based off of Social or Competitive Teams. The annual season runs for 9 months, finishing in November of each year, signified by the Annual Championship.

Following the annual season, there will be three months during the off-season that members can participate in social events. This will see players only paying the standard entry and hire fees, and participate in social fun prior to the conduct of the following season,

Note: If a member is required to leave the team prior to the completion of the package, refunds will be discussed with the member by corporate staff. If the Team Captain wishes to replace the member, the new member is to sign and acknowledge the registration package and pay for the full season.

13.2.1 MEMBERS PROTECTION POLICY

As players register to become a member whether its a social or competitive membership, a portion of the registration costs goes towards a variety of insurances. This means that members are protected in the unlikely case of something happening to SpeedDart Australia.


14. SPECTATORS IN TOURNAMENTS AND GAMES

All spectators, team members, coaches, managers, are not allowed to speak to, prompt or give instructions/direction to the teams actively playing. Although, they are allowed to cheer and encourage teams from their viewing areas.

All non-competing players and spectators must stay in the designated areas.

There will be a designated player area, set away from spectators’ area. Only team members, coaches/managers are allowed in the participating team area.


15. CLOTHING

All qualifying team members MUST wear the same uniform (theme/colour/jerseys) to be easily recognisable to the referees and spectators. These jerseys are to be coordinated with SpeedDart’s country organiser, to ensure they are within standards and no colour/design duplication.

Jerseys may have sponsorship advertisements on them, so long as they adhere to the layout of SpeedDart governing body’s regulations in your region/country.

Protective gear: guards (elbow, knees, etc.) and helmets are allowed/encouraged.

No Military Camouflage* or black colourings are allowed to be worn by participants, this includes their clothing, balaclavas and compression wear. The only exceptions to this rule are belt rigs, magazine and dump pouches.

*Urban Camouflage is allowed, please check with SpeedDart Organisers (speeddart.australia@gmail.com) prior to arriving in the camouflage attire if unsure whether the camo print is military or urban.


16. EYE PROTECTION

Eye protection, with a suitable impact rating, must be always worn by players/referees/other staff within and around the designated area throughout the match duration.

Participants, Spectators and Staff are not required to wear eye protection within the designated spectator area/s. Although, they may choose to do so.

It is strongly advised for players to wear full frontal face protection, like a goggle system or face mask manufactured for airsoft or paintball.

Eye protection/goggles/face mask must be always worn near and on the playing area, chronograph range area, and test firing area.

Self-printed or self-made masks are NOT allowed.


17. LEAGUE SCORING SYSTEM

17.1 SCORING

SpeedDart League Sessions collate points for the Overall SpeedDart Competitive League, which is held from February to November annually. The team with the most points at the end of the competitive season will be claimed the victor.

The points system is broken down through the following structure.


The League Winner is determined by total points scored, which reflect both buzzers pressed and opponent eliminations—not just the number of buzzers alone.

A maximum of three rounds is played per match, the team who achieves two buzzers in a match claims ‘Match Victory’. Match victories only become relevant in the case of a tie between teams. At the conclusion of the scoreboard, if 2 teams have tied with the same amount of points, the team with the most match victories is placed higher on the scoreboard ranking.

In the case that teams play all 3 rounds in a match, only the two highest point ranking rounds are counted for each team, and is collated and added to their overall scoring for the end of the competitive season. For Example, Team A vs Team B.

The teams score the following:


In this instance, the Officials will take Team A’s best 2 points scoring rounds (Round 1 and Round 3) whilst they take Team B’s best (Round 2 and Round 3). This means that in this example Team A would be adding 12 points to their annual score, whilst Team B scored 11 points that go towards their annual scoreboard.

Note: When neither buzzer is pressed within the three minutes, the points earnt during the round are negated (not given) to either team.

To ensure that every team gets a fair chance to become the champions, each team will compete against each opponent once, per League session. The more sessions that competitive teams participate in, the better the chance of getting ahead of the rest of the competition.

17.2 PENALTIES

As previously discussed in section 9, different penalties have different repercussions. The table below is a simplified version of how various penalisations reflect on the scoring system for the League Ranking Scoreboard. For more information, refer to section 9.


Any discrepancies or point disputes are decided by the referees and officials. If the referees are uncertain, the referees may discuss with other referees and/or pause the round to refer to the recorded footage of the last round.